shiny-cuty-excel-chiffon/data/e070_thrown5.asd

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*start
[state enablemove=false enableAttack=false nogravity=true]
;持ち上げられる
[move path="(8,0,74)" xAccel=-1 hAccel=-1 frame=5]
[image id=stThrown1]
[dispsize width=78 height=82 centerpos=39 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=3]
[image id=stThrown5]
[dispsize width=96 height=64 centerpos=48 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=0 top=0 opacity=255][wait frame=8]
[ontrigger name=thrown target=*thrown]
*loop
;ビリビリ
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=1 top=0 opacity=255][wait frame=2]
[jump target=*fall cond="sprite.targetPlayer.nowSpriteId!=stSpecial3"]
[jump target=*loop]
*thrown
[ontrigger name=landing target=*landing1]
;投げ捨て前の溜め
[move path="(10,0,-2)" xaccel=-1 haccel=-1 frame=8]
[disp left=0 top=0 opacity=255][wait frame=12]
;投げ捨て
[move path="(-70,0,-76)" xaccel=-1 haccel=1 frame=6]
[state enablemove=false enableAttack=false nogravity=false]
[image id=stThrown1]
[dispsize width=78 height=82 centerpos=39 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=3]
[disp left=2 top=0 opacity=255]
[s]
*landing1
[playse storage=se211]
[quake frame=10 vmax=5]
[ontrigger name=landing target=*landing2]
;[eval exp="sprite.HP-=getAttackStrength(60),sprite.damage.tick=bao.tickCount"]
[image id=stDamage2 num=2]
[dispsize width=94 height=30 centerpos=47 baseline=0]
[move path=(-17,0,17) haccel=-1 frame=5]
[move path=(-17,0,-17) haccel=1 frame=5]
[disp left=0 top=1 opacity=255][hit rect="(0,29,94,30)"][wait frame=4]
[disp left=0 top=0 opacity=255][hit rect="(0,29,94,30)"]
[s]
*landing2
[ontrigger name=landing target=*landing3]
[move path=(-4,0,5) haccel=-1 frame=5]
[move path=(-4,0,-5) haccel=1 frame=5]
[disp left=0 top=1 opacity=255][hit rect="(0,29,94,30)"][wait frame=4]
[disp left=0 top=2 opacity=255][hit rect="(0,29,94,30)"]
[s]
*landing3
[disp left=0 top=1 opacity=255][hit rect="(0,29,94,30)"]
[if exp="sprite.HP > 0"]
[wait frame=15]
[load id="stStandUp"]
[endif]
[wait frame=20]
[eval exp="sf.enemyKillCount++"]
[del]
[disp left=0 top=1 opacity=235][wait frame=3]
[disp left=0 top=1 opacity=215][wait frame=3]
[disp left=0 top=1 opacity=195][wait frame=3]
[disp left=0 top=1 opacity=175][wait frame=3]
[disp left=0 top=1 opacity=155][wait frame=3]
[disp left=0 top=1 opacity=135][wait frame=3]
[disp left=0 top=1 opacity=115][wait frame=3]
[disp left=0 top=1 opacity= 95][wait frame=3]
[disp left=0 top=1 opacity= 75][wait frame=3]
[disp left=0 top=1 opacity= 55][wait frame=3]
[disp left=0 top=1 opacity= 35][wait frame=3]
[disp left=0 top=1 opacity= 15][wait frame=3]
[disp left=0 top=1 opacity= 0][wait frame=3]
[s]
*fall
[state enablemove=false enableAttack=false nogravity=false]
[ontrigger name=landing target=*fall_landing]
[move path="(0,0,-140)" xaccel=0 haccel=1 frame=9]
[image id=stThrown2 num=2]
[dispsize width=104 height=44 centerpos=52 baseline=-19]
[disp left=0 top=1 opacity=255][wait frame=5]
[s]
*fall_landing
[playse storage=se211]
[image id=stThrown2 num=3]
[dispsize width=112 height=32 centerpos=56 baseline=0]
[move path=(0,0,17) haccel=-1 frame=5]
[move path=(0,0,-17) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=0 top=1 opacity=255][wait frame=4]
[disp left=0 top=0 opacity=255][wait frame=4]
[move path=(0,0,5) haccel=-1 frame=5]
[move path=(0,0,-5) haccel=1 frame=5]
[disp left=0 top=0 opacity=255][wait frame=2]
[disp left=0 top=2 opacity=255][wait frame=5]
[disp left=0 top=0 opacity=255][wait frame=3]
[if exp="sprite.HP > 0"]
[wait frame=15]
[eval exp="sprite.inverse = layer.inverse = !sprite.inverse"]
; [load id="stStandUp" label=*start2]
[image id=stStandUp num=1]
[dispsize width=96 height=48 centerpos=48 baseline=2]
[disp left=0 top=1 opacity=255][wait frame=9]
[disp left=0 top=2 opacity=255][wait frame=7]
[image id=stStandUp num=2]
[dispsize width=64 height=76 centerpos=21 baseline=0]
[disp left=0 top=0 opacity=255][wait frame=7]
[eval exp="sprite.inverse = !sprite.inverse"]
[eval exp="layer.inverse = !layer.inverse"]
[image id=stStanding]
[dispsize width=54 height=90 centerpos=27 baseline=0]
[disp left=1 top=0 opacity=255][wait frame=4]
[adjustX d=8]
[eval exp="sprite.invincibleCount=10"]
[load id=stStanding]
[endif]
[wait frame=20]
[eval exp="sf.enemyKillCount++"]
[del]
[disp left=0 top=0 opacity=235][wait frame=3]
[disp left=0 top=0 opacity=215][wait frame=3]
[disp left=0 top=0 opacity=195][wait frame=3]
[disp left=0 top=0 opacity=175][wait frame=3]
[disp left=0 top=0 opacity=155][wait frame=3]
[disp left=0 top=0 opacity=135][wait frame=3]
[disp left=0 top=0 opacity=115][wait frame=3]
[disp left=0 top=0 opacity= 95][wait frame=3]
[disp left=0 top=0 opacity= 75][wait frame=3]
[disp left=0 top=0 opacity= 55][wait frame=3]
[disp left=0 top=0 opacity= 35][wait frame=3]
[disp left=0 top=0 opacity= 15][wait frame=3]
[disp left=0 top=0 opacity= 0][wait frame=3]
[s]